//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
//  * Redistributions of source code must retain the above copyright
//    notice, this list of conditions and the following disclaimer.
//  * Redistributions in binary form must reproduce the above copyright
//    notice, this list of conditions and the following disclaimer in the
//    documentation and/or other materials provided with the distribution.
//  * Neither the name of NVIDIA CORPORATION nor the names of its
//    contributors may be used to endorse or promote products derived
//    from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2018 NVIDIA Corporation. All rights reserved.

#include "RTdef.h"
#if RT_COMPILE
#ifndef ACTOR_BASE_H
#define ACTOR_BASE_H

#include <PsArray.h>
#include <PsUserAllocated.h>

namespace physx
{
namespace fracture
{
namespace base
{

class Compound;

class Actor : public ::physx::shdfnd::UserAllocated
{
	friend class SimScene;
	friend class Compound;
protected:
	Actor(SimScene* scene);
public:
	virtual ~Actor();

	void clear();
	void addCompound(Compound *m);
	void removeCompound(Compound *m);

	bool findCompound(const Compound* c, int& compoundNr);

	void preSim(float dt);
	void postSim(float dt);

	bool rayCast(const PxVec3 &orig, const PxVec3 &dir, float &dist, int &compoundNr, int &convexNr, PxVec3 &normal) const;

	shdfnd::Array<Compound*> getCompounds() { return mCompounds; }

protected:
	SimScene* mScene;
	shdfnd::Array<Compound*> mCompounds;

	PxF32 mMinConvexSize;
	PxU32 mDepthLimit;
	bool mDestroyIfAtDepthLimit;
};

}
}
}

#endif
#endif